12 Animation Principles in 5 Minutes
The Disney animators codified these principles in the 1930s. They still define quality animation today.
The Principles (30 seconds each)
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Squash and Stretch Objects compress on impact, elongate in motion. A bouncing ball flattens when it hits ground. Gives life and flexibility.
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Anticipation Wind-up before action. Crouch before jump. Arm back before throw. Prepares the viewer for what's coming.
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Staging Present ideas clearly. One idea per shot. The viewer should never wonder where to look.
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Straight Ahead / Pose to Pose Two animation methods. Straight ahead: draw frame by frame for fluid, spontaneous motion. Pose to pose: draw key frames first for controlled, planned action.
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Follow Through / Overlapping Action Things don't stop all at once. Hair keeps moving after head stops. Different parts move at different rates.
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Slow In and Slow Out Movement accelerates and decelerates. More drawings at start and end, fewer in middle. Creates natural weight.
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Arc Natural motion follows curved paths. Arms swing in arcs. Heads turn in arcs. Straight lines feel robotic.
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Secondary Action Supporting movements that add richness. Walking while whistling. Talking while gesturing. Enhances without distracting.
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Timing Number of frames = speed and weight. Fewer frames = faster/lighter. More frames = slower/heavier.
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Exaggeration Push reality further for impact. Bigger expressions, more dynamic poses. Animation isn't reality - it's reality enhanced.
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Solid Drawing Three-dimensional thinking. Weight, balance, anatomy. Even 2D characters should feel like they have volume.
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Appeal Charisma in design. Characters should be interesting to watch. Clear shapes, good proportions, distinctive features.
Quick Reference Groups
Make it move right: Timing, Arcs, Slow In/Out, Squash/Stretch Make it feel alive: Follow Through, Overlapping, Secondary Action Make it read clearly: Staging, Anticipation Make it compelling: Appeal, Exaggeration, Solid Drawing
The Only Exercise You Need to Start
Animate a bouncing ball. It teaches Timing, Squash/Stretch, Arcs, and Slow In/Out simultaneously.